* Created: Sat Jul 27 18:06:12 UTC 2015 * Design philosophy: Saturate build with good land cards. Keep hands capable of accessing a first or second turn Loam (maximize amount of first turn tutors that lead to this). After that, play fast mana and instant speed land tricks (maximize amount of land acceleration) and cards that interact with graveyard and dredge (maximize amount of *good* draw & discard spells). Mid to end game strategy is non-linear. Select prison/midrange/control role accordingly. * Legend: 1: part of the initial build (Created) +1: added/to be added to the build -1: removed/to be removed from the build ?1: maybe to be removed * In sync with: https://tappedout.net/mtg-decks/control_loam/?cb=1631955615 100 Lands (55): 1 Arid Mesa 1 Bloodstained Mire 1 Windswept Heath 1 Verdant Catacombs 1 Scalding Tarn 1 Polluted Delta 1 Marsh Flats 1 Flooded Strand 1 Misty Rainforest 1 Wooded Foothills 1 Badlands 1 Plateau 1 Tundra 1 Bayou 1 Savannah 1 Scrubland 1 Taiga 1 Tropical Island 1 Underground Sea 1 Volcanic Island 1 Urborg, Tomb of Yawgmoth 1 Yavimaya, Cradle of Growth 1 Riftstone Portal 1 Golgari Rot Farm 1 Simic Growth Chamber 1 Swamp (Into the North for Depths) 1 Barren Moor 1 Tranquil Thicket 1 Lonely Sandbar 1 Waterlogged Grove 1 Nurturing Peatland 1 Urza's Saga (Orb, Engineered Explosives, Diamond, Expedition Map. Also tokens with Thespian Stage: https://www.reddit.com/r/MTGLegacy/comments/nxg1pm/comment/h1ghxbu) 1 Flagstones of Trokair 1 Cephalid Coliseum +1 Library of Alexandria 1 Barbarian Ring 1 The Tabernacle at Pendrell Vale 1 Maze of Ith 1 Karakas 1 Glacial Chasm +1 Otawara, Soaring City 1 Wasteland 1 Rishadan Port 1 Bojuka Bog 1 Dark Depths 1 Field of the Dead (with Scapeshift) 1 Grove of the Burnwillows 1 Thespian's Stage 1 Boseiju, Who Endures (Needed for what? Do Intuition/Gifts or Scapeshift/Sevinne's Gifts need this?) Creatures (deck needs lands engine): 1 Elvish Reclaimer 1 Hermit Druid 1 Elvish Spirit Guide 1 Knight of the Reliquary (grows from Oath, gets combos) 1 Krosan Wayfarer 1 Sakura-Tribe Scout 1 Skyshroud Ranger 1 Arboreal Grazer Tutors for Loam (9): 1 Entomb 1 Gamble 1 Imperial Seal 1 Personal Tutor 1 Demonic Tutor 1 Unmarked Grave 1 Intuition Just tutors (9): 1 Crop Rotation 1 Demonic Consultation 1 Traverse the Ulvenwald 1 Into the North 1 Sylvan Scrying 1 Tainted Pact 1 Wargate (Mox Diamond, Engineered Explosives, Zuran org, any land) 1 Expedition Map Engine (1): 1 Life from the Loam Rest (23): 1 Lotus Petal (deck needs mana in starting hand) 1 Mox Diamond 1 Fastbond 1 Exploration 1 Growth Spiral 1 Explore 1 Summer Bloom 1 Faithless Looting 1 Gitaxian Probe 1 Engineered Explosives 1 Moment's Peace 1 Oko, Thief of Crowns 1 Punishing Fire 1 Raven's Crime (With Urborg, Tomb of Yawgmoth discards opponent's hand) 1 Sevinne's Reclamation (Crucible + Fastbond + Zuran Orb = infi life. Also hits Stage + Depths) 1 Solitary Confinement (with Fastbond, Loam + Cycling land, I can mill my library for a win for Sevinne's Reclamation) +1 Once Upon a Time +1 Ancient Grudge 1 Wrenn and Six 1 Zuran Orb 1 Crucible of Worlds (already have Ramunap, but Crucible is more resilient and easier to cast) 1 Lorien Revealed (Mystic Sanctuary) 1 Mirri's Guile 1 Desperate Ravings 1 Coffin Purge (Cling to Dust is better) 1 Gush (if enough Islands) 1 Ray of Revelation SB: -1 Smallpox -1 Squee, Goblin Nabob -1 Veilborn Ghoul -1 Nether Spirit -1 Tombstalker -1 Standstill -1 Ajani Vengeant -1 Search for Azkanta -1 Traverse the Ulvenwald -1 Dakmor Salvage -1 Gaddock Teeg -1 Green Sun's Zenith -1 World Shaper (potential with oath plan) -1 Enter the Unknown (not an instant) -1 Tormenting Voice -1 Noble Hierarch -1 Birds of Paradise -1 Zombie Infestation -1 Burning Vengence -1 Secrets of the Dead -1 Grim Tutor -1 Tainted Pact -1 Sylvan Library (comboes with dredgeing) -1 Cathartic Reunion -1 Control of the Court -1 Goblin lore -1 Tibalt, the Fiend-Blooded -1 Narcomoeba -1 Sun Titan -1 Dread Return -1 Unburial Rites -1 Avenger of Zendikar -1 Carrionette -1 Dryad Arbor -1 Raging Ravine -1 Creeping Tar Pit -1 Valakut, the Molten Pinnacle (not enough Mountains for this, Vesuva+Taiga+...) -1 Kher Keep (Better than Kjeldoran Outpost but not as good as Maze, needed?) -1 Dust Bowl (too slow) -1 Lingering Souls -1 Deep Analysis -1 Golgari Brownscale -1 Memorial to War -1 Nomad Stadium (best of life gainer lands, but not good enough) -1 Brainstorm (trades loamed lands into something else) -1 Simian Spirit Guide -1 Breakthrough -1 Treasure Cruise -1 Careful Study -1 Solitary Confinement -1 Gnaw to the Bone -1 Limited Resources (abuses ramp and LD, but maybe win more). -1 Stitcher's Supplier -1 Conflragate -1 Anger (Replaced by Expedition Map) -1 Assassin's Trophy (catch all answer) -1 Dunes of the Dead (can I setup this with sac outlet, Zuran Orb and... but field of the dead is better) -1 Genesis (not needed, go for Volrath's Stronghold instead) -1 Deathrite Shaman (shaving this to maximize Oath value) -1 Vampire Hexmage (not needed as have Thespian Stage, and maximizing Oath) -1 Jaddi Offshoot (infinite land activations with Crucible / Ramunap and Fastbond, but Druid Class is better as is more versatile and not a creature) -1 Retreat to Hagra (combo with Fastbond, but... Druid Class is more versatile) -1 Tatyova, Benthic Druid (combo with Fastbond, but can't play as a creature: nullfies Oath plan to Slogurk) -1 Mystic Sanctuary (not enough islands) -1 Shattering Spree (against control) -1 Arcum's Astrolab -1 Turntimber Sower -1 Hour of Promise -1 Grasping Dunes -1 Emeria's Call (both lands and spells) -1 Scheming Symmetry -1 Golgari Grave-Troll -1 Stinkweed Imp -1 Golgari Thug -1 Darkblast -1 Encroaching Wastes (too slow) -1 Burgeoning (does nothing unless drawn to opener 7, but that is enough) -1 Fabled Passage (prismatic vista is better; Mountain, Forest, Swamp) -1 Horizon Canopy -1 Trinket Mage (Mox Diamond, Engineered Explosives, Zuran orb, Expedition Map) -1 Knight of the Reliquary -1 Dark Confidant -1 Burning Inquiry 1 Summer Bloom -1 Restore ?1 Broken Bond (not an instant) ?1 Seismic Assault (do I ever get to play this before I have to discard it? Try with Molten Vortex first) ?1 Into the North (dark depths and basics, potentially Mouth of Ronom if needed) +1 Valakut Exploration +1 Ondu Inversion +1 Lotus Field (land that can cycle lands back to grave from play) +1 Abrupt Decay +1 Trade Routes +1 Treasure Hunt +1 Waterlogged Grave +1 Fiery Islet +1 Silent Clearing +1 Nurturing Peatland +1 Sunbaked Canyon +1 Cryptic Caves +1 Elvish Reclaimer +1 Takenuma, Abandoned Mire +1 Ipnu Rivelet (L) +1 Roadside Reliquary (L) +1 The Lost and the Damned -1 Uro, Titan of the Nature's Wrath (Good enough with Oath strategy) ?1 Omnath, Locus of Creation 1 Eternal Witness -1 Deserted Temple -1 Forgotten Cave -1 Plateau -1 Prismatic Vista -1 Secluded Steppe -1 Flame Jab -1 Druid Class -1 Liliana of the Veil -1 Worm Harvest -1 Ensnaring Bridge (nombo with Dark Depths) -1 Bazaar of Baghdad (I should have card drawn enough already in loam. To be replaced by LoA) -1 Cling to Dust (protects loam, operates from grave, but same is achieved with lands too) -1 Ghost Quarter (Forest, Swamp) -1 Field of Ruin (Forest, Swamp) +1 Ray of Revelation +1 Serum Powder +1 Thoughtseize +1 Prismatic Ending +1 Swords to Plowshares +1 Hermit Druid (would require swapping Ice Tunnel to Snow-Covered Swamp) -1 Faithful Mending -1 Manabond (does it matter what this discards as I'm able to eventually get them back?) -1 Dust Bowl -1 Simic Growth Chamber -1 Nomad Stadium -1 Scapeshift (in because Valakut, or Field of the Dead, but costs GG) -1 Vampire Hexmage -1 Hall of Heliod's Generosity (Selinne's Reclamation is enough) -1 Tolaria West -1 Blast Zone -1 Cabal Pit -1 Eiganjo, Seat of the Empire (L) -1 Kor Haven -1 Tectonic Edge -1 Vesuva -1 Volrath's Stronghold -1 Mystic Sanctuary (must combo with something here) -1 Slogurk, the Overslime (grows from Oath, keeps engine on) -1 Oath of Druids -1 Gifts Ungiven -1 Enlightened Tutor -1 Molten Vortex check cards from: https://www.mtggoldfish.com/deck/5826029#paper